Bard
Base Class: Bard

Bards of the College of Dreams focus on exploring the world of dreams and the endless possibilities that lie within it. These bards focus on imposing disadvantages, gathering information and fooling those around them. As they master their craft these bards can make their music seem like white noise, no one truly notices it but is still affected by it. With their mastery of dreams, these bards can alter them as they like and with enough training, they can even do the same to memories. While most of the bards of the Colege of Dreams tend to pursue the understanding of dreams, some of them pursue knowledge related to the mind gaining the ability to manipulate and control others that hear their songs. The colleges where these bards train are often regarded as nothing more than a flashy den of thieves. Most bards from this college are regarded as being thieves, spies or con artists. 

Lullaby

At Lv. 3 you gain Lullaby: You can give your bardic inspiration to enemies. Any creature with a bardic inspiration is forced to use it on its next action. When a creature uses your bardic inspiration it immediately falls asleep, for 1 round or 1 minute, after it uses it. You can use 2 spell slots to give bardic inspiration to all enemies within 30ft. of you or to all your allies within 30ft. of you. This ability does not affect constructs, undead, creatures of pure magick, or extremely powerful extraplanar beings, like Tiamat for example.

Dream Weaver

At Lv. 3 you gain Dream Weaver: You can fully control your dreams. You can enter the dreams of one sleeping creature within 50ft. of you and alter them as you like. You can expend 1 spell slot to implant subliminal messages in the target. At Lv. 7 you can enter and see the memories of your target, you can expend one spell slot to alter their memories, but the alteration only lasts 24 hours. 

Dream Thief

At Lv. 3 you gain Dream Thief: You can enter the dreams of one sleeping creature within 50ft. of you and steal their dreams, when that creature wakes it gains 1 Lv. of exhaustion. You can use this ability, as an action, once per combat encounter or once every 20 min. At Lv. 7 you can, temporarily, steal the memories of one sleeping creature within 50ft. gaining temporary proficiency in one skill, language, or tool that the target has proficiency in, this lasts 1d8 rounds or 2d20 minutes.

Consonance Of Control

At Lv. 6 you gain Consonance Of Control: You can target one sleeping creature you can see, expend 2 spell slots, and take control of its body when you use this ability your body falls limp as if you were asleep. When you take control of a creature you carry over your mental stats, you are limited by the creature's abilities, if it can't cast magic then you can't cast magic while you are inhabiting it. At Lv. 12 You can take control of one sleeping creature, without transferring your mind, for 1d6 turns by expending 3 spell slots, and at Lv. 17 you can take control of several sleeping creatures equal to your CHA modifier for 1d12 rounds, by expending 3 spell slots. While you are using this ability you can't use or do anything that requires concentration.

Illusory Melody

At Lv. 6 you gain Illusory Melody: Whenever you play your music, you can create an illusory visage on yourself appearing as any humanoid your imagination can conjure. To see through this illusion a creature must succeed a hard perception check or come into physical contact with you. While maintaining this illusion your music becomes subdued almost like a quiet hum in the background. You can expend 2 spell slots, target 1 creature that can hear your music, you gain advantage on persuasion and intimidation checks against that target. At the start of combat, you can expend 2 spell slots to impose disadvantage on the initiative checks of all enemies within 35ft. of you. At Lv. 13 whenever a creature that can hear your music attacks you, you can use your reaction to either make that attack miss or inflict 1d6 * your bard Lv. psychic damage to your attacker.

Malefic Melody

At Lv. 6 you gain Malefic Melody: While an enemy creature has one of your bardic inspirations they suffer disadvantage on all actions that require movement. If an enemy creature used one of your bardic inspirations, whenever it gets within 20ft. of you, it must make a CON or DEX saving throw or be knocked prone. For every additional bardic inspiration, an enemy creature uses it must make a WIS saving throw or be charmed. When an ally uses one of your bardic inspirations instead of being put to sleep for one round they enter a trance gaining advantage on all attacks but attacks made against them are also made at advantage, this lasts for 2 rounds and while in this state they can't receive bardic inspiration.

Dream Devastation

At Lv. 14 you gain Dream Devastation: As an action, you can expend 5 spell slots at least 1 of those slots has to be Lv. 5 or higher, target all enemies that are either asleep or have 1 of your bardic inspirations, and trap them in a waking nightmare of your creation. The targets must make a WIS or INT saving throw, at disadvantage if they are asleep, if they succeed the saving throw they take 1d12 psychic damage for every one of your bardic inspirations that they've used. However, if they fail the saving throw they become trapped in a nightmare of your creation taking 1d10 psychic damage every round while they are in this state, and for every 3 rounds, they spend in this state they gain 1 Lv. of exhaustion. The target can attempt a saving throw at the start of each of their turns.

Previous Versions

Name Date Modified Views Adds Version Actions
2/15/2021 11:56:42 AM
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